Awesome Story Driver Beta-Testing reports

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J. M. Pescado:
If you're using AwesomeStory, they WILL migrate in, there's an extremely strong pressure to, in the presence of the requisite funds and housing, become non-homeless. If you're using EA or ISM, all bets are off.

ingeli:
No subsitutes - Only AM :P

Inge:
Where can I get a list of cheat commands?

tea_and_blues:
Right. I've been lurking for a few weeks now, and I've been watching Awesome mod for considerably longer. I've tried to clarify everything I can by reading as much as I can, but I'm from a lit and editing background, not a coding and tech background so I'm always going to lag behind. I've been testing story mode for the last week, and making a few observations. I can't identify causation, just end-user issues, and that almost qualifies me to piss off and die from what I've seen so far of this forum. :) Still not touching SC at this point, but the game is infinitely smoother and less irritating under AM.

Nevertheless, something I've noticed:

Even following the latest AM build, all my NPC school kids are failing, even though they are also all doing their homework now. Only the family I am managing at the time are able to maintain school performance, so I've getting a lot of insane/evil/clumsy sims appearing. Is this a known issue? Have I implemented something wrong?

Blurpinstein:
Its always bugged me that in the Sims 3 (the EA story mode especially) there are so few consequences in the game. In modern games the trend has been to appeal to the masses by giving people infinite lives (ala Fallout 3 and Elder Scrolls). In retro games like Contra, the technology to save a game was not yet discovered, and so when you fucked up, you fucked up! -which made it that much more entertaining. I'd like to see more of that in the Sims 3. The awesome mod, as it exists today, obviously corrects many of most irritating aspects of EA's nauseatingly-rosy approach on the consequences of living in a mini-society (so much so, I don't think I would play the game if I couldn't use the mod) but there seems to be a lack of any serious consequences that result from the Sim's actions. The pedophile mod which, although humorous, was especially fascinating to me because of the long term effects my character's stupid actions had on his life. He was a police officer in the middle of the ladder and was on his way to completing his lifetime wish when all of a sudden his entire life was flipped because of one stupid mistake. After his 3 day long stint in jail (I modified the jail term to be longer than a day), I added the mean spirited trait and removed his good trait to reflect the mental consequences that can arise from a trauma like that. Now he is a different character, although in many ways he is the same man. He has the same relationships and retains a majority of the traits he previously had. This more closely resembles real life, i believe, because our personalities are not completely static (as EA makes them after adulthood). The majority of our traits do come from our past but more traits are added (and subtracted) throughout our life. Our actions and experiences modify our personalities and we have to live with the consequences of what we do. I don't know this can even be done, but would it be possible to make it so that Sims' personalities can be modified by the story driver to react to the tramatic events caused by their actions. I know you dislike handouts, but this wouldn't necessary be handout because it would be affected by actual events that occur in game. Better yet, do you think it would be possible to customize trait modifications for individual sims (i.e. an over emotional Sim would gain the neurotic trait if he witnessed someones death -you could also make this have something like a 25% chance of happening to an overemotional sim when witnessing a death to add some spontaneity). Again, I doubt if any of this is possible, but I think something like this would be a way of having the traits interact with one another, as well as with the environment, which would create an interesting dynamic in the game.



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Eviction due to inability to pay bills is likely the reason that will eventually be instituted. As for "some people moving out", it's not like they can really GO anywhere. If I start vaporizing sims entirely, we're back to the thing we hated in EA storymode, that even EAxis got rid of. So we're certainly not going there.

If you make a lot with only trees (like a park) and a few beds -real cheap property), would families that can't pay the bills move there? It would be basically the same thing as being homeless, except there would be a place where they could go that would reflect their financial position in life without destroying them.

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